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Game Units Thread #2

Key:
Dragon (insert hyperlink to post so we can stay organized through discussion)
Archer

Format:

Name:
Icon:
Prefab:

HitPoints:
- Regen (Per Turn): [Self Healing each turn #]

ActionPoint: (Max [also starting number] of Action Points, this is basically the currency a unit has to do actions. Moving can cost AP, attack AP, using an Ability, could have static abilities on tiles like people asked)
- Regen (PerTurn): [How many ActionPoints the unit regenerates each turn, this creates a turn wait like TAO, not exactly, but close]

HybridUnit: (Yes/No - what this means is does the unit have two types of attack (yes) or just one of (no) [abilities are not attacks])
Secondary Attack Range - [how many tiles]

Move AP Cost: (Using the AP system, how much it costs to move [I believe it was per tile cost, so like 2 AP cost over 2 tile range is 4 AP, 3 tiles 6AP])

Attack AP Cost: (Using the AP system, how much it costs to attack a unit)

Move Range: (How far it can move, given enough AP [or just how far it can move if AP=0])
Attack Range: (How far it can attack with it's primary attack)
Sight Range: [only applicable if we use Fog of War]

Move Per Turn: (How many times this unit can move each turn)
Attack Per Turn: (How many times this unit can move each turn)
Counter Per Turn: (How many times this unit can counter attack in a turn, not important unless A) we want counterattacks, B) we moved this game to player 1 moves his whole team, then Player 2 moves his whole team)

Damage Min/Max: (How much damage is dealt using the attack. Can be a range that is randomized in game on each attack)
Secondary Attack Damage Min/Max: (As above but for the other attack if the unit is hybrid)

Hit Chance/Dodge Chance: (Hit chance is like reverse blocking, like a 90% hit chance is giving the opposing unit a 10% bonus to blocking, all units set at 100% is normal on Hit but gives us development space down the line and hyper customization in nerfing units against specific units if we really dig into balancing. Dodge chance is just blocking. I don't know and don't care to learn how to make the fancy ass blocking of TAO where if you try and they block they have reduced blocking. Blocking at 40% is always 40%. Also there is no front/back/sides right now so 40% would be 40% front/back/side and this is not changing unless people severely want to delay this because I cant figure it out yet.)

Secondary Attack Hit chance: (like above this is only really getting set at 100% unless we really want to spend a lot of time balancing the game)

Flanking Bonus: (This is the system I thought was closest to blocking in TAO where at different angles the numbers change. Just this is offensive with damage multipliers instead of blocking. Also no control over which way you face, so this system seems bad right now to me, but exists.)

Unit Abilities: (I'm super nooby so these will likely suck ass at least to start, but an example is heal unit/boost armor/shoot someone or whatever)